/** @file frontend_sdl.c X11 frontend for Licar. */ #include #include #include #include #include #include #include // for usleep #define LCR_SETTING_LOG_LEVEL 2 #define LCR_SETTING_RESOLUTION_X 320 #define LCR_SETTING_RESOLUTION_Y 240 #define LCR_SETTING_MUSIC 0 #ifndef PRESET_QUALITY #define PRESET_QUALITY 3 #endif #include "frontend_helper.h" #include "game.h" char framebuffer[LCR_SETTING_RESOLUTION_X * LCR_SETTING_RESOLUTION_Y * 4]; uint8_t buttonStates[8]; void LCR_drawPixel(unsigned long index, uint16_t color) { char *p = framebuffer + 4 * index; *p = (color << 3) & 0xff; p++; *p = (color >> 3) & 0xfc; p++; *p = (color >> 8) & 0xf8; } uint8_t LCR_keyPressed(uint8_t key) { return buttonStates[key % 8]; } void LCR_sleep(uint16_t timeMs) { usleep(timeMs * 1000); } void printHelp(void) { printf( "Licar, 3D racing game, v. " LCR_VERSION ", X11 frontend, args:\n" " -h print help and quit\n" LCR_ARG_HELP_STR); } int main(int argc, char **argv) { int running = 1; struct timeval now; for (int i = 0; i < argc; ++i) if (argv[i][0] == '-') switch (argv[i][1]) { case 'h': printHelp(); return 0; break; default: break; } puts("initializing game"); LCR_gameInit(argc,(const char **) argv); Display *display = XOpenDisplay(0); int screen = DefaultScreen(display); openDataFile(); Window window = XCreateSimpleWindow(display,RootWindow(display,screen),10,10, LCR_SETTING_RESOLUTION_X,LCR_SETTING_RESOLUTION_Y,1, BlackPixel(display,screen),WhitePixel(display,screen)); XSizeHints *sizeHints = XAllocSizeHints(); sizeHints->flags = PMaxSize | PMinSize; sizeHints->max_width = LCR_SETTING_RESOLUTION_X; sizeHints->min_width = LCR_SETTING_RESOLUTION_X; sizeHints->max_height = LCR_SETTING_RESOLUTION_Y; sizeHints->min_height = LCR_SETTING_RESOLUTION_Y; XSetWMNormalHints(display,window,sizeHints); XFree(sizeHints); XMapWindow(display,window); XSelectInput(display,window,KeyPressMask | KeyReleaseMask); GC context = DefaultGC(display,screen); XStoreName(display,window,"Licar"); /* Hardcoded constants here may perhaps cause trouble on some platforms, but doing X11 "the right way" would mean 1 billion lines of code, so fuck it. */ XImage *image = XCreateImage(display,DefaultVisual(display,screen), /*DefaultDepth(display,screen)*/24,ZPixmap,0,framebuffer, LCR_SETTING_RESOLUTION_X,LCR_SETTING_RESOLUTION_Y,8,0); puts("starting"); while (running) // main loop { XEvent event; gettimeofday(&now,NULL); running &= LCR_gameStep(now.tv_sec * 1000 + now.tv_usec / 1000); XPutImage(display,window,context,image,0,0,0,0,LCR_SETTING_RESOLUTION_X, LCR_SETTING_RESOLUTION_Y); while (XCheckWindowEvent(display,window,KeyPressMask | KeyReleaseMask,&event) != False) { uint8_t state = event.xkey.type == KeyPress; switch (XKeycodeToKeysym(display,event.xkey.keycode,0)) { case XK_Up: case XK_w: buttonStates[LCR_KEY_UP % 8] = state; break; case XK_Left: case XK_a: buttonStates[LCR_KEY_LEFT % 8] = state; break; case XK_Right: case XK_d: buttonStates[LCR_KEY_RIGHT % 8] = state; break; case XK_Down: case XK_s: buttonStates[LCR_KEY_DOWN % 8] = state; break; case XK_j: case XK_Return: buttonStates[LCR_KEY_A % 8] = state; break; case XK_k: case XK_Escape: buttonStates[LCR_KEY_B % 8] = state; break; default: break; } } } puts("ending"); XDestroyImage(image); XCloseDisplay(display); closeDataFile(); LCR_gameEnd(); return 0; }